u/Eshinio

Adding new RAM to older PC (2019) without issues?

I got my PC made in 2019 with these specs:

- CPU: Ryzen 7 3900X
- MBU: GIGABYTE X570 Aorus Elite
- RAM: G.Skill Ripjaws V 64GB (2x32) 3200MHz DDR4

I believe the full name of the RAM is something like this:
G.Skill Ripjaws V F4-3200C16D-64GVK
64 GB, 2 x 32 GB, DDR4, 3200 Mhz, 288-pin DIMM

However this 2x32 kit is now exceptionally difficult to find in the EU, as I think it's discontinued. If I were to get another 2x32 set to go with my Ripjaws, to hit a total of 128GB, is there a safe way or brand to go to? I am not super tech-savvy, but have always believed that mixing RAM brands was a bad idea.

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u/Eshinio — 7 hours ago

The model is made in Blender, where I applied Smooth Shading which makes it look good, but as soon as I export it as STL and import into PrusaSlicer, it looks like this. If I do more subdivisions in blender, it just add more subdivisions to the existing faceting, so all the facets remain no matter how many verts/faces the model has.

I have not been able to find a fix online, so hope anyone can help!

u/Eshinio — 10 days ago

I'm trying to make a 30x30cm cave wall, which has to be 3d printed and then placed in a terrarium with a couple of tree frogs. I basically want to create what looks like a rocky mountainside, but with 3-4 small caves in it, that the frogs can hide in. These caves has to be around 9cm deep and the opening 4cm wide.

As you can see in the video, I have a cube which has been flattened and subdivided and then I am attempting to sculpt it, but I get lots of weird things happening and I don't know how to solve it. I just want the sculpt tool to keep working on what's already there, so I can keep building it up as I want. I want to be able to "pull" up the caves, and then hollow them out afterwards, and build some rocky structure around them.

It's important that the bottom/backside of the model remains flat, so it can be attached to the terrarium glass in the end. The entire model will be rotated 90 degrees when it's done, so it will stand up - I just thought the sculpting would be easier in the position you see in the video. Hope someone can guide me in the right direction!

u/Eshinio — 10 days ago

Can I ask what you guys general workflow is when using AI to help create a game (in Unity)? For myself, I currently have this setup and I wanted to hear if it makes sense or it's a stupid approach:

  1. Using desktop/Claude.ai chat as my "advisor" and prompt maker for the game. The entire game is planned out in phases and the chat will generate prompt001, 002, 003, etc. as .md files, which I then copy into a "Prompt" folder in my Unity project.
  2. Within Unity, I launch Claude Code in terminal from the project root, enabled with various skills and connected with MCP. I then ask it to read the promptxxx.md file and execute everything in there. It performs the coding as instructed.
  3. Afterwards, I report back to desktop/claude.ai with the results, either it works and we continue to next prompt - or there is a problem, where it will then create a prompt_fix.md file, which I then ask Claude Code to run.

My question is, is it better to have the ENTIRE process through the terminal Claude Code, which is connected to the MCP and is that how you guys are doing it? Or you "split" the work like in my case?

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u/Eshinio — 16 days ago